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Supreme Will Discussion

2 weeks ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

2 weeks ago

2 weeks ago

It isn't typically very slow and even when it is, Simian Spirit Guide is in there to speed things up.

Typical line of play is turn 1 suspend Greater Gargadon or play a fetch land and crack it on your opponents end step. On your next turn this lets you play two borderposts which then sets you up for a turn 3 where you put them to zero lands, zero creatures and possibly very few cards in hand.

2 months ago

2 months ago

Hey. Decent set up. Have you seen the new Izzet split spell? Its CMC is high but the late game half is XUURR and deals X damage while you draw X cards. Seems fun.

I would lose the 2 extra gutter sniped in main and find them again in my sideboard so I could run 2x Banefire as my oh shit win con. I used Torment of Hailfire specifically for that situation and it was a lot of fun to look at my opponents face while they counted up all the damage.

I hope you consider another draw spell or 2 as well. Opt is amazing and simple but sometimes a draw 2 for 3 or 4 can find answers that a draw 1 for 1 cant. Supreme Will became a staple control spell for me because of its deck manipulation capability even though I could play many other cards that would allow the same general interactions. I hope there is a new card similar in effect for your deck. Good luck. Keep brewing.

2 months ago

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